Welcome for our computer graphics lecture.
So we are currently trying to develop
a physical description of light.
That's the basis for being able to do a simulation of light.
First, we have to understand how we describe it and so forth.
And of course, the first thing that we need to do
is to define or to derive quantities by which we
can describe light.
And so we started with a probably simplest possible way,
and that's using energy.
So light is just energy that is emitted
in the form of radiation.
And this is what we called E. So every photon
is a little, very small piece of energy.
And now typically, we are not really
interested in how much energy is distributed,
but how much energy per time.
And that's what we called flux.
So flux is just energy over time.
And this tells us how much light does a light source typically
emit per time.
And that's what you, if you buy a light bulb,
you typically look how many watts this light bulb has.
And that tells you how much light is emitted in the form,
or how much light is emitted per time.
And this defines the brightness.
OK, good.
But now this just tells us how many photons are emitted
per time, but it doesn't give us any hint about the direction
light is emitted and about emission of different points
on the surface.
So what we will want to have in the end
is something that tells us how bright is
a particular point on a surface when looking at it
from a particular direction.
So we want to have a spatial and a directional dependency.
And yeah, this has no dependency in that direction at all.
So the first thing that we did is
that we introduced a spatial dependency.
And we do that by simply deriving
the flux for the position.
So that means we take a little for a particular point.
We look at a little surface area around that.
We call that dAx.
And then we look at the emitted flux.
This one emits a flux d phi x.
And the smaller this area gets, the smaller
the emitted flux is, of course.
But if we take the quotient, then we
learn how bright that particular point is.
Presenters
Zugänglich über
Offener Zugang
Dauer
01:27:53 Min
Aufnahmedatum
2013-01-28
Hochgeladen am
2019-04-06 17:49:03
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics